Star Wars: The Mod Strikes Back

Funny, because that 2nd link works fine for me. There is a free download to a trial version of PSP 3.11 in my signature. I know it's old but it gets the job done and the trial never expires. If you don't believe me, I'm on day 1053 of my trial and it still works. :D

I'm not exactly sure what you're doing kingdark, but I hope it works out.
 
Luthor_Saxburg said:
So there is no Mod ready??? :cry:

Unfortunately not Luthor! ;) Thats what we here are all doing! Thanks for the interest though :)

And thanks again chris (how many times have i said that now!) :D

Right ill shut up now and get on with my unit making (finally ;) ). It took a bit of a backseat whilst ive been a little busy lately, but anyways im getting distracted again....
 
SheepMonster said:
Alright, everyone, i can announce that Pleb has officially left the team. :(

What i do advise is that we work out the 6 main consitiuents of the mod before we do anything else; rather than worying too much about what we can do when it is ready, we need to work out the following:
1. Civilizations
-This should be easy, as there are the Rebels and the Empire. Do we want many more, such as the Bounty Hunter's Guild, the Hapans, the Chiss, etc etc.


2. Tech Tree
- I know a tech tree has already been made for the star wars mod, by myself, and i also know it is fairly rubbish. We need suggestions for a better tech tree, or more techs.


3. Units
- We already have a fair few units, and we should compile and organise these, so we can have all our civilizations to be fair - for example, there are stormtroopers of all sorts, but not quite so many rebel troops.


4. City Improvements
- Less of an imprtant one, but we need to work out how to get a good line of buildings, and we will also need to compile graphics for these. Wonders is included in this section.


5. Terrain / Resources
- The terrain will be part of planning the map, but what we could do is have specialist planets, such as Kashyyk, that has a strategic resource wookies, and these wookies are used for certain units, (eg wookie slave and wookie warrior)


6. Governments
- Possible the hardest part, we need to work out what governments we shall use, and how to attribute these to the tech tree. We could use the Civ defaults, of monarchy, despotism, etc etc, or we could change it so that we have specific star wars related governments/religions, such as 'Balance', 'Emperor's new Order', 'Republic', 'Emergency Powers of the Republic', etc.
^
^
Here's a to do list sheepmonster made earlier that's a little more specific than "make the mod". Maybe I'll make a to-do list that's in more detail later.
 
1. Civilizations
-This should be easy, as there are the Rebels and the Empire. Do we want many more, such as the Bounty Hunter's Guild, the Hapans, the Chiss, etc etc.


i think we can solve the rebel problem easely... we use the barbarians to be the rebels? just a idea, and i think it would be cool to have more civs then only the empire and rebels... maybe to use some info on other star wars games? ehm maybe to use the names of the gouvernments before the empire even was made? (the federation) like this
when the empire was created there was a split,into 2 because they were quite big, the empire could not attack so easely (note they are not the rebels)

2. Tech Tree
- I know a tech tree has already been made for the star wars mod, by myself, and i also know it is fairly rubbish. We need suggestions for a better tech tree, or more techs.


for a good tech tree i have some starting ideas but have no idea to make them practical...
0.1 we should first recreate a pre-time ehm i mean so you can start building up your empire lets say the pre-time should take max 20 a 35 turns.
0.2 first you should get some exploring units not the most powerfull units (dah) the jedi units should be limited and maybe somehow you can choose to build the 'dark' jedis and the good jedi's...

3. Units
- We already have a fair few units, and we should compile and organise these, so we can have all our civilizations to be fair - for example, there are stormtroopers of all sorts, but not quite so many rebel troops.


i agree there should be more stormtroopers, and less rebel troops but then again the rebel troops should have more 'walk points' to be able to use hit and run tactics...


4. City Improvements
- Less of an imprtant one, but we need to work out how to get a good line of buildings, and we will also need to compile graphics for these. Wonders is included in this section.


I dont have much to say about this

5. Terrain / Resources
- The terrain will be part of planning the map, but what we could do is have specialist planets, such as Kashyyk, that has a strategic resource wookies, and these wookies are used for certain units, (eg wookie slave and wookie warrior)


I think we should have a sceptical look at this... We dont have that much information so, we should obviously make some up

6. Governments
- Possible the hardest part, we need to work out what governments we shall use, and how to attribute these to the tech tree. We could use the Civ defaults, of monarchy, despotism, etc etc, or we could change it so that we have specific star wars related governments/religions, such as 'Balance', 'Emperor's new Order', 'Republic', 'Emergency Powers of the Republic', etc.


yhea especialy at this part we can be creative... I am not a SUPER star wars fan and i think most of you are like me and just like star wars enough, to wath a new movie at the movies, but nothing more then that? or am i wrong?
maybe it is a good thing to have a less star wars fan to say his opinion?

about other things my starwars map is a flop... i dont know the right word it just means it is a fiasco... have made the map about 50% the only thing that needs to be done is place forests, deserts, the civs etc... i made it so it where several islands... the island are quite big on the largest map 362-362 and all the water is ocean representing space
 
I've been making an actual map of the Star Wars galaxy using these three resources:

http://www.supershadow.com/starwars/map.html
http://www.theforce.net/swenc/planets.asp
http://www.galacticempire.co.uk/interactive/

I've been using an edited version vadus' terrain, having added volanic planets and planets covered by an entire city to the mix. I also changed the city graphics so that you do not see city graphics at all, just the underlying terrain and the name of the invisible city. vadus' terrain, however, has the down side of being just one tile planets. None the less, it is a very beautiful set and works great with any possible mod or scenario we want to put on it.

I am probably about 2/3 done with the placing of planets. Before I finish it, however, I would like to clear up a few things:

1. How are we going to work out hyperspace travel? I am in favor with just allowing unlimited movement in Ocean/Deep Space tiles, rather than Hyperspace lanes, the main reason being so that the lanes cannot be blocked.​

2. Resources: Which ones would you like to see on the map?​

3. Currently, the map is a massive 362x295. This allows for the more precision and detail, but will entail long loading times, especially since I will go right up to the limit on the number of cities (128, I believe. I could be wrong, but the number does not matter, since I will max out the number of cities anyway). Is this too much of a problem? Do you want me to shrink it or keep it the way it is?​

EDIT: I just realized that you had been making a map too, kingdark. I'm sorry for stepping on your toes or anything like that :( .

Here are a couple of screenshots:
 

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hehe dont worry you have much more experience than me anyway, but i kinda disagree on the hyperspace thing, they should be able to travel pretty far, but still limited, because if you give them unlimited points, the ai can 'would' is able to use it too and here is the following problem: it keeps the unit moving, and moving and moving,...

btw do you guys have a homepage or somehting? i think i already mentioned it but i think we should have some kind of hq where you can post all your progresiion, in several trheads? this is kinda good for ideas and also for progress but then you can see who is working on the mod and whos not ofcourse we can still keep using this forum?
 
1. hyperspace should not be unlimited, since it takes time for ships to move between systems - it should allow a ship to move from one side of the galaxy to the other in like 4 turns or something - not there and back again loads of time. Non hyperspace ships travel at 8 or 10 squares-ish, and so the hyperspace ships should be able to travel at like 8 times the speed or something - do these figures add up.
Maybe a simpler alternative would be that hyperspace-capable ships can travel at 20 squares per turn, whereas non-hyperspace ships travel at like 3 or 4 or something. This would mean they can travel quickly between system, and represents that hyperspace takes time. Also, it takes into consideration mini-jumps between systems, so we dont have to cover the map in hyperspace routes.

2. We coudl have normal kind of resources, like durasteel, tibanna gas, spice [spiders], wampas (like game - they were hunted on hoth), crystals (for laser weapons). also, we could have planetary-dependant resources, like wookies, which allow construction of wookie units (slaves and warriors), naboo...people... to allow gungan and naboo units, and other stuff like that.
Tibanna gas, durasteel [or somethnig similar] are both important for most units, as tibanna powers ships engines and durasteel builds their hulls.

3. That size map sounds fine for the common mod... for some scenarios, we'd use something different, such as death star terrain (anyone want to make that :P?). But your map is great work anyway.
 
That may be the best hyperspace suggestion yet SheepMonster. It would be the best for gameplay, but maybe not realism. However, Civ3 has a slippery timeline anyway, so just cause you can't travel across the galaxy in a week or whatever is not that big a deal.
 
Im liking all these hyperspace ideas, specially the latest one.

Just a queery about the entire mod itself- which "civs" are we using?
Are we going for the Empire and the Rebels, or the Republic and the Seperatists?
Forgive me if its earlier in these threads somewhere but i didnt see anything conclusively to say "we are doing thiese civs". Sorry to bother y'all again.

And these maps are looking excellent Olorin
 
I made a galaxy map too, using those same sources Olorin used. (160x160) It was a long time ago and I never posted it.

My way of doing hyperspace would use higher movement costs for deeper space terrains and ships capable of hyperspace travel would have the ignore movement cost flag for those terrains. Non-Hyperspace ships might "sink" (that sounds wierd) if they travel in deeper space.

Let's say that there is a terrain called "Deep Space" and the movement cost is 5. A ship capable of hyperspace has a movement rate of 12 and ignores movement costs for deep space, so it can move a full 12 tiles per turn. While a non-hyperspace ship has a movement rate of 5 so it can only move 1 tile for that turn.

For resources, how about Carbon, Plastics, Ore, Crystals, Tibanna Gas, Durasteel, Spices, Fambaa, Nerf, Bantha, and Artifacts (there is surely more we can use). I really like sheepmonster's idea of using races as resources. I thought it was tibanna gas that was used for lasers and crystals were used for powering ships?

Empire, Republic, Rebels, and Confederacy are the 4 civs.
 
Ok, i was wrong then it seems. Tibanna IS used for starship weapons, but the light is passed through a crystal first, i think.
Does this help?

http://www.theforce.net/swtc/power.html

it's got a load of information about theoretical power supplies to star wars vehicles
 
Hi guys,
I read your first couple of pages and then skipped to the last page, but your scenario/mod looks like its going to be good. If you need any help just say the word!
 
i am proud to present my mod, its a lot differnet than the screens i posted earlier... Since this is a active trhead i am posting my scenario... and the readme in a winrar file... it stil needs some work: only forests, and resources, the civs that are playing are in some way correct,... like france is in the area of spain, .. its not a map of the world... anyway, just look at the scenario and tell me what you think..

**i tried to upload it but it seems i cant... anyone knows why?***

oh yhea now ontopic: why dont u use facts of startrek? there is alot more information, and it shoul be cool to use facts from both the starwars universum and the star trek universum

see ya
kingdark
 

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Chris85 said:
I made a galaxy map too, using those same sources Olorin used. (160x160) It was a long time ago and I never posted it.

My way of doing hyperspace would use higher movement costs for deeper space terrains and ships capable of hyperspace travel would have the ignore movement cost flag for those terrains. Non-Hyperspace ships might "sink" (that sounds wierd) if they travel in deeper space.

Let's say that there is a terrain called "Deep Space" and the movement cost is 5. A ship capable of hyperspace has a movement rate of 12 and ignores movement costs for deep space, so it can move a full 12 tiles per turn. While a non-hyperspace ship has a movement rate of 5 so it can only move 1 tile for that turn.

For resources, how about Carbon, Plastics, Ore, Crystals, Tibanna Gas, Durasteel, Spices, Fambaa, Nerf, Bantha, and Artifacts (there is surely more we can use). I really like sheepmonster's idea of using races as resources. I thought it was tibanna gas that was used for lasers and crystals were used for powering ships?

Empire, Republic, Rebels, and Confederacy are the 4 civs.

Ok few things. Liking that idea for hyperspace, i think thats the best 1.

No idea about cyrstals,tibanna gas, etc.

The civs, are they all going to get their units etc from the beginning, because it could end up a little muddled with empire clone troopers fighting republic clone troopers (although i suppose this kinda makes for a civil war with some following good and some following evil). My suggestion would be this....

Have only 3 civs (or even two altho i prefer three), the Seperatists led by Dooku with their droids; the Rebels led by Mon Mothma with their Rebels (surprise surprise! :) ); and then the Republic/Empire led by Chancellor, then Emperor Palpatine.

How this would work is that the Seperatists and the Republic would start off with their best units. Then the Republic would reach an advance where they change Government from Republic to Empire (moddded versions of course) and they start churning out Sith instead of Jedi, etc...

There could be a lot of ifs and buts, which would really make the Tech Tree and advancing it important.EG The Rebels would get their bst troops (and therefore really start being a presence) when the epublic changed into an Empire.

Its only a suggestion and it could work, but its up to you and im happy either way... it might add a little more incentive to advance up the tech tree though... ;) :goodjob:

kingdark said:
comments please
Im not entirely sure what you are doing? :confused:
 
I know the last Star Wars mod that was made came in two separate scenarios: Clone Wars and Galatic Civil War. Were we wanting to do that again, or combine them?

The only touchy point about your idea, mrkingkong, is that the Separatists also became part of the Empire at the end of Episode III. Their droid armies were turned off, and their resources and capital were absorbed by the Emperor and used, for example, to build the Death Star.

Chris85: When you make you units in OpenFX, how are you doing the lazer bolts? I've resumed work on my V-19 Torrent Fighter, and have the default and run animations done, but just need to figure out a way to make the lazers actually look like lazers, not brightly colored meshes. Any idea?

here's a preview of the unit:
 

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